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- removed gl_light_ambient.
This really serves no use anymore and is mostly a remnant of old times with dark CRT monitors. The default ambient level was set at 20, meaning a sector light level of 40. This is a value actual levels rarely get to, except when using some lighting effects - but it's for those that the ambient clamping did the most damage.
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2 changed files with 0 additions and 12 deletions
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@ -46,12 +46,6 @@ int fogdensity;
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int outsidefogdensity;
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int skyfog;
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CUSTOM_CVAR (Int, gl_light_ambient, 20, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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// ambient of 0 does not work correctly because light level 0 is special.
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if (self < 1) self = 1;
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}
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CVAR(Int, gl_weaponlight, 8, CVAR_ARCHIVE);
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CUSTOM_CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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@ -209,11 +203,6 @@ int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon)
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light=lightlevel;
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}
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if (light<gl_light_ambient && glset.lightmode != 8) // ambient clipping only if not using software lighting model.
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{
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light = gl_light_ambient;
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if (rellight<0) rellight>>=1;
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}
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return clamp(light+rellight, 0, 255);
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}
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@ -231,7 +231,6 @@ OptionMenu "GLPrefOptions"
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Option "$GLPREFMNU_SPRBILLBOARD", gl_billboard_mode, "BillboardModes"
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Option "$GLPREFMNU_SPRBILLFACECAMERA", gl_billboard_faces_camera, "OnOff"
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Option "$GLPREFMNU_PARTICLESTYLE", gl_particles_style, "Particles"
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Slider "$GLPREFMNU_AMBLIGHT", gl_light_ambient, 1.0, 255.0, 5.0
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Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
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Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
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Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
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